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authorkwolekr <kwolekr@minetest.net>2016-05-02 02:24:57 -0400
committerkwolekr <kwolekr@minetest.net>2016-05-27 23:23:58 -0400
commit87bc39dca733a2cc805bc1071794c4d5d7937115 (patch)
tree127a2f902e36cb10b399cfbe276fae3b452ebce1 /src/mapgen_valleys.cpp
parent76f485647983ebd7eb4c3abbca0869d13f76920b (diff)
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Mapgen: Combine generateBiomes, dustTopNodes, and generateCaves
This commit condenses the above methods into a single implementation used by V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
Diffstat (limited to 'src/mapgen_valleys.cpp')
-rw-r--r--src/mapgen_valleys.cpp165
1 files changed, 3 insertions, 162 deletions
diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp
index 44083d9d3..fa790677a 100644
--- a/src/mapgen_valleys.cpp
+++ b/src/mapgen_valleys.cpp
@@ -65,7 +65,7 @@ static FlagDesc flagdesc_mapgen_valleys[] = {
MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
- : Mapgen(mapgenid, params, emerge)
+ : MapgenBasic(mapgenid, params, emerge)
{
this->m_emerge = emerge;
this->bmgr = emerge->biomemgr;
@@ -302,7 +302,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
// Cave creation.
if (flags & MG_CAVES)
- generateCaves(stone_surface_max_y);
+ generateCaves(stone_surface_max_y, large_cave_depth);
// Dungeon creation
if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
@@ -692,166 +692,7 @@ int MapgenValleys::generateTerrain()
return surface_max_y;
}
-
-MgStoneType MapgenValleys::generateBiomes()
-{
- v3s16 em = vm->m_area.getExtent();
- u32 index = 0;
- MgStoneType stone_type = STONE;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- Biome *biome = NULL;
- u16 depth_top = 0;
- u16 base_filler = 0;
- u16 depth_water_top = 0;
- u32 vi = vm->m_area.index(x, node_max.Y, z);
-
- // Check node at base of mapchunk above, either a node of a previously
- // generated mapchunk or if not, a node of overgenerated base terrain.
- content_t c_above = vm->m_data[vi + em.X].getContent();
- bool air_above = c_above == CONTENT_AIR;
- bool water_above = (c_above == c_water_source || c_above == c_river_water_source);
-
- // If there is air or water above enable top/filler placement, otherwise force
- // nplaced to stone level by setting a number exceeding any possible filler depth.
- u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
-
- for (s16 y = node_max.Y; y >= node_min.Y; y--) {
- content_t c = vm->m_data[vi].getContent();
-
- // Biome is recalculated each time an upper surface is detected while
- // working down a column. The selected biome then remains in effect for
- // all nodes below until the next surface and biome recalculation.
- // Biome is recalculated:
- // 1. At the surface of stone below air or water.
- // 2. At the surface of water below air.
- // 3. When stone or water is detected but biome has not yet been calculated.
- if ((c == c_stone && (air_above || water_above || !biome))
- || ((c == c_water_source || c == c_river_water_source)
- && (air_above || !biome))) {
- // Both heat and humidity have already been adjusted for altitude.
- biome = biomegen->getBiomeAtIndex(index, y);
-
- depth_top = biome->depth_top;
- base_filler = MYMAX(depth_top
- + biome->depth_filler
- + noise_filler_depth->result[index], 0.f);
- depth_water_top = biome->depth_water_top;
-
- // Detect stone type for dungeons during every biome calculation.
- // This is more efficient than detecting per-node and will not
- // miss any desert stone or sandstone biomes.
- if (biome->c_stone == c_desert_stone)
- stone_type = DESERT_STONE;
- else if (biome->c_stone == c_sandstone)
- stone_type = SANDSTONE;
- }
-
- if (c == c_stone) {
- content_t c_below = vm->m_data[vi - em.X].getContent();
-
- // If the node below isn't solid, make this node stone, so that
- // any top/filler nodes above are structurally supported.
- // This is done by aborting the cycle of top/filler placement
- // immediately by forcing nplaced to stone level.
- if (c_below == CONTENT_AIR
- || c_below == c_water_source
- || c_below == c_river_water_source)
- nplaced = U16_MAX;
-
- if (nplaced < depth_top) {
- vm->m_data[vi] = MapNode(biome->c_top);
- nplaced++;
- } else if (nplaced < base_filler) {
- vm->m_data[vi] = MapNode(biome->c_filler);
- nplaced++;
- } else {
- vm->m_data[vi] = MapNode(biome->c_stone);
- }
-
- air_above = false;
- water_above = false;
- } else if (c == c_water_source) {
- vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
- ? biome->c_water_top : biome->c_water);
- nplaced = 0; // Enable top/filler placement for next surface
- air_above = false;
- water_above = true;
- } else if (c == c_river_water_source) {
- vm->m_data[vi] = MapNode(biome->c_river_water);
- nplaced = depth_top; // Enable filler placement for next surface
- air_above = false;
- water_above = true;
- } else if (c == CONTENT_AIR) {
- nplaced = 0; // Enable top/filler placement for next surface
- air_above = true;
- water_above = false;
- } else { // Possible various nodes overgenerated from neighbouring mapchunks
- nplaced = U16_MAX; // Disable top/filler placement
- air_above = false;
- water_above = false;
- }
-
- vm->m_area.add_y(em, vi, -1);
- }
- }
-
- return stone_type;
-}
-
-
-void MapgenValleys::dustTopNodes()
-{
- if (node_max.Y < water_level)
- return;
-
- v3s16 em = vm->m_area.getExtent();
- u32 index = 0;
-
- for (s16 z = node_min.Z; z <= node_max.Z; z++)
- for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
- Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
-
- if (biome->c_dust == CONTENT_IGNORE)
- continue;
-
- u32 vi = vm->m_area.index(x, full_node_max.Y, z);
- content_t c_full_max = vm->m_data[vi].getContent();
- s16 y_start;
-
- if (c_full_max == CONTENT_AIR) {
- y_start = full_node_max.Y - 1;
- } else if (c_full_max == CONTENT_IGNORE) {
- vi = vm->m_area.index(x, node_max.Y + 1, z);
- content_t c_max = vm->m_data[vi].getContent();
-
- if (c_max == CONTENT_AIR)
- y_start = node_max.Y;
- else
- continue;
- } else {
- continue;
- }
-
- vi = vm->m_area.index(x, y_start, z);
- for (s16 y = y_start; y >= node_min.Y - 1; y--) {
- if (vm->m_data[vi].getContent() != CONTENT_AIR)
- break;
-
- vm->m_area.add_y(em, vi, -1);
- }
-
- content_t c = vm->m_data[vi].getContent();
- if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
- vm->m_area.add_y(em, vi, 1);
- vm->m_data[vi] = MapNode(biome->c_dust);
- }
- }
-}
-
-
-void MapgenValleys::generateCaves(s16 max_stone_y)
+void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
{
if (max_stone_y < node_min.Y)
return;